illuvium

Updated

Sep 24, 2024

Illuvium: Zero Patch Notes 1.1.0

Illuvium Zero Patch 1.1.0

Rangers,

Illuvium Zero Patch 1.1.0 is almost live! This patch includes a much anticipated new feature, bug fixes, scanning, and economy changes.

New Features

  • Transferring fuel from Illuvium: Zero to the Fuel Exchange for use in the Overworld

  • A notification popup was added when entering a Free to Play plot to remind users about its functionality.


Scanning Changes

While we are currently happy with the rate of Blueprints being found, we’ve felt Biodata was dropping out of the sky, especially considering that having Biodata of the same Illuvial Type is not possible. This doesn’t have to feel as special as a Blueprint discovery but we feel this currently does not feel special at all unless you get a rare illuvial.

To remedy this, we’ve made the following changes:

  • The entire system underlying which biodata is found has been simplified and is now based only on weighting for Tier, Stage, and Dominant Affinity.

    • Tier is left largely unchanged

    • Stage has been changed such that higher stages are more rare

    • Dominant Affinity now adheres to the table below based on the Region of the land plot, this now acts as the weights for Overworld as well upon release of all regions.

  • The overall rate of a successful scan has been changed. Previously, it ranged from 25% to 75% based on efficiency (from 50% to 100% efficiency, respectively). This has been reduced to 11% to 41% based on efficiency (from 50% to 100% efficiency, respectively)

  • We’ve heard the feedback on the cost of Data Banks. We will keep monitoring this and listening to feedback, but we haven’t changed it yet for two reasons:

    • The disproportional cost was partially a function of the abundance of biodata

    • More technical complexity is involved in changing it than the other changes above


Economy changes

The below changes are implemented to make it slightly better for lower tier plots to progress while still adhering to the relative fuel output promises made during the land sale. After solving some technical hurdles, another pass will be made on this.

In short:

  • Passive generation buffed for all except Stage 1 converters, between 33% and 66%

  • Fuel costs for certain groups of buildings reduced: resource extractors, fuel converters, resource storage

  • Base starting efficiency for fuel converters has gone up from 80% to 90% to make it easier for plots that can’t leverage as much efficiency bonuses from fuel sites without spamming power stations

  • Base starting efficiency for resource converters has gone up from 80% to 100%

  • Fuel conversion times are 1/3 of the value they were before

  • A few value bugfixes


Passive generation

For each converter

  • Stage 1: 2 fuel in 2 cycles in 288 hours → 1 fuel in 2 cycles in 144 hours

  • Stage 2: 3 fuel in 2 cycles in 288 hours → 2 fuel in 2 cycles in 144 hours

  • Stage 3: 4 fuel in 4 cycles in 288 hours → 3 fuel in 2 cycles in 144 hours

  • Stage 4: 6 fuel in 4 cycles in 288 hours → 5 fuel in 3 cycles in 144 hours

  • Stage 5: 8 fuel in 6 cycles in 288 hours → 7 fuel in 3 cycles in 144 hours

  • Stage 6: 12 fuel in 6 cycles in 288 hours → 9 fuel in 3 cycles in 144 hours


Building Fuel Costs

Hydrogen Pump/Sediment Excavator/Mine

  • Stage 6: 10, 5 fuel to 8, 4 fuel

  • Stage 7: 40, 20 fuel to 24, 12 fuel

  • Stage 8: 100, 40 fuel to 80, 40 fuel

  • Stage 9: 400, 100 fuel to 200, 100 fuel

Fuel Converters

  • Stage 2: 3 fuel to 2 fuel

  • Stage 3: 6 fuel to 4 fuel

  • Stage 4: 16 fuel to 12 fuel

  • Stage 5: 50 fuel to 40 fuel

  • Stage 6: 100 fuel to 80 fuel

Resource Storage

  • Stage 6: 4, 4 fuel to 2, 2 fuel

  • Stage 7: 20, 20 fuel to 8, 8 fuel

  • Stage 8: 80, 80 fuel to 40, 40 fuel

  • Stage 9: 200, 200 fuel to 160, 160 fuel


Bug Fixes

  • UI passive generation numbers fixes

  • Plot load issues due to a large number of paths fixed

  • Muted audio settings by default fixed

  • Activities timers desync when the game is not focused fixed

  • Placing a large amount of paths at once results in network error fixed

  • Plot transfer blocker fixes

  • Resource storage fixes

Cheers, The Illuvium Team

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